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PowerVR Performance Recommendations
PowerVR Performance Recommendations
  • Introduction
    • Optimal Development Approach
    • Optimising Applications for PowerVR Graphics Cores
    • Analysing Application Performance
  • Optimising Geometry
    • Choosing the Level of Geometry Complexity
    • Optimising Vertex and Index Buffers
    • Vertex Buffer Objects in OpenGL ES
    • Choosing Attribute Data Types
    • Determining Optimal Draw Call Size
    • Triangle Size
    • The Parameter Buffer
    • Advantages of Face Culling
    • Z Pre-pass and PowerVR
    • Sorting Geometry Effectively on PowerVR
  • Optimising Textures
    • Choosing Appropriate Texture Sizes
    • Texture Compression using PVRTC
    • Using Mipmapping to Improve Quality and Performance
    • Texture Sampling
    • Uploading Textures Efficiently
    • Mathematical Look-ups in Textures
  • Optimising Shaders
    • PVRShaderEditor
    • Choose the Right Algorithm
    • Know Your Spaces
    • Flow Control
    • Demystifying Precision
    • Scalar Operations
    • Constant Data in Shaders
    • Geometry Shaders and Tessellation Shaders
  • Optimising Specific Techniques
    • Using Multiple Render Targets Efficiently
    • Preferred Lighting Solution
    • Preferred Shadowing Solution
    • MSAA Performance
    • Preferred Analytical AA Solution
    • Screen Space Ambient Occlusion
    • Ray-Marching
    • Separable Kernels
    • Efficient Sprite Rendering
    • On-Chip Memory Performance
    • Optimising Register Pressure on PowerVR
    • Optimal Depth Buffer Usage for Large-scale Games
    • Balancing Workloads on PowerVR to Eliminate Bottlenecks
    • Optimal Particle Rendering on PowerVR
    • Physically-Based Rendering and Per-Pixel LOD - Rogue Performance
  • OpenGL ES-Specific Optimisations
    • Using glClear and glColorMask on PowerVR
    • Reducing Overhead with Draw Indirect and MultiDraw Indirect EXT
    • Uploading Textures into PBOs
    • Using glTexStorage2D and glTexStorage3D
    • VAOs, UBOs, Transform Feedback Buffers, and SSBOs in OpenGL ES
    • Synchronisation
    • Efficient Frame Buffer Downsampling with PowerVR
    • Pixel Local Storage Extension
  • Vulkan-Specific Optimisations
    • The PowerVR with Vulkan Advantage
    • Available Memory Types in Vulkan
    • Optimising Pipelines
    • Using Descriptor Sets on PowerVR
    • Push Constants
    • Queues and Queue Families on PowerVR
    • Command Buffers
    • Using Render Passes and Sub-passes
    • Performing MSAA on PowerVR using Vulkan
    • Selecting Appropriate Image Layouts
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PowerVR Performance Recommendations#

  • Introduction
  • Optimising Geometry
  • Optimising Textures
  • Optimising Shaders
  • Optimising Specific Techniques
  • OpenGL ES-Specific Optimisations
  • Vulkan-Specific Optimisations
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Introduction
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